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Any thoughts & comments on future DLC dungeons?

  • Magdalina
    Magdalina
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    Asardes wrote: »
    Magdalina wrote: »
    ICP is cool but it's just SO LONG. I swear they could've made 2 dungeons out of it. COS and ROM are much shorter in comparison, plus you can skip like all the trash in ROM which I totally approve of. I also do think some less rng would be nice, the difficulty of CoS/RoM hm increases exponentially depending on how much rng gods hate you today. It's still doable with any scenario with a good and we'll prepared team but it's a bit silly it can be so much easier some times than others (because healer gets/doesn't get statue for example). All in all though I don't really mind the race/lore part but I'm looking forward to new fun mechanics :p

    You know, you can skip part of the trash in ICP too, if you avoid the watchers, who summon a lot of trash mobs once they are triggered. There's even an achievement for doing so. I've done the place in as little as 20 minutes, comparable to a fast VRoM or VCoS run.

    You can but it's still harder than ROM skips where you don't even need to sneak, plus the sole running through part is soooo long x_x It also has what...7 bosses?XD
    Actually the new dungeons should be easier and/or shorten then vCoS/vRoM. Very few people I know want to run these dungeons because then went totally overboard with the mechanics (both) and length (RoM). I understand that there people than want new challenging stuff but it think it's time that the average players get something new challenging as well (not like the regurgitated Version 1 vetDungeons we got with 1T).

    Why does everyone say ROM is long? I can agree it's challenging and really heavy on mechanics, sure, but why long? I feel it's the shortest dlc dungeon, between being able to skip 9/10 trash packs(don't even have to sneak for 8/10 of them, too) and only having 4 bosses.
  • IwakuraLain42
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    Asardes wrote: »
    Whatever they do, I hope it's a step up in difficulty from SotH ones just as those are a step up from the IC ones, and IC ones are a step up from the hardest base game dungeons, like City of Ash 2. This game needs harder veteran content to keep challenging players. Of course, the normal versions should be kept easy so anyone can enjoy them and allow them to progress to veteran if they want, when they get to understand the mechanics.

    No we don't, at least not this time. Every new veteran content (since IC and including Morrowind) has been targeted at the elite 0.01% player base and provides an insultingly easy normal mode. It's time that the elite players take a backseat for a while while the other player that long since have outgrown the normal and old veteran dungeons get something new as well.

    Magdalina wrote: »
    Why does everyone say ROM is long? I can agree it's challenging and really heavy on mechanics, sure, but why long? I feel it's the shortest dlc dungeon, between being able to skip 9/10 trash packs(don't even have to sneak for 8/10 of them, too) and only having 4 bosses.

    That's something I don't understand: why build such a long dungeon (if you include the add fights between the bosses) and then provide a cheese route to skip the add fights ? Why didn't they fixed that long ago ?
  • Magdalina
    Magdalina
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    Asardes wrote: »
    Whatever they do, I hope it's a step up in difficulty from SotH ones just as those are a step up from the IC ones, and IC ones are a step up from the hardest base game dungeons, like City of Ash 2. This game needs harder veteran content to keep challenging players. Of course, the normal versions should be kept easy so anyone can enjoy them and allow them to progress to veteran if they want, when they get to understand the mechanics.

    No we don't, at least not this time. Every new veteran content (since IC and including Morrowind) has been targeted at the elite 0.01% player base and provides an insultingly easy normal mode. It's time that the elite players take a backseat for a while while the other player that long since have outgrown the normal and old veteran dungeons get something new as well.

    Magdalina wrote: »
    Why does everyone say ROM is long? I can agree it's challenging and really heavy on mechanics, sure, but why long? I feel it's the shortest dlc dungeon, between being able to skip 9/10 trash packs(don't even have to sneak for 8/10 of them, too) and only having 4 bosses.

    That's something I don't understand: why build such a long dungeon (if you include the add fights between the bosses) and then provide a cheese route to skip the add fights ? Why didn't they fixed that long ago ?

    1)But the "less elite" playerbase has had full Orsinium, Hew's Bane, Gold coast(whole 3 zones!), normal versions of these dungeons, normal MA, normal trials, normal DSA...while all "elite" people who prefer small man got is 2 SotH dungeons and to a point vDSA. I believe there should be something in the game for everyone, and I believe 2 op dungeons once a year is really not much in terms of "catering to the l33t playerbase".

    2) I'm not really sure how unintended it was. I mean some of the way we skip stuff is definitely not intended but most of those trash packs don't even require you to sneak to get around them. It'd be something hard to miss and very easy to prevent while designing it. Maybe that was the plan, to see how community likes a "long" dungeons that can technically be shortened like 3 times(I love it, personally, plz make that a new dungeon standard)? And even if it wasn't planned, ZOS doesn't fix stuff fast. If they do decide to fix it it'll be with Morrowind or later.
  • theher0not
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    I want more dungeuns with unique or different mecanics. (like the final boss in white gold tower. That one was amazing)

    To me it feels like most the base game dungeuns lack any form of strategy to go trough. (the only exceptions I can think of are Vault of madness that at least require a litle awareness and the one with Engine Guardian)
  • IwakuraLain42
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    Magdalina wrote: »
    1)But the "less elite" playerbase has had full Orsinium, Hew's Bane, Gold coast(whole 3 zones!), normal versions of these dungeons, normal MA, normal trials, normal DSA...while all "elite" people who prefer small man got is 2 SotH dungeons and to a point vDSA. I believe there should be something in the game for everyone, and I believe 2 op dungeons once a year is really not much in terms of "catering to the l33t playerbase".

    Because that is the same fallacy I lot of elite players are falling to. They simply divide the base into "casuals" and "elite" while in truth there is a wide band in skill between these. And there are a lot of players for which the stuff mentioned is too easy the and the newer veteran stuff to hard. So yes, I thing that once in a while new stuff should come out that is targeted toward the "rest of us". I thing that the elite player should get new stuff but so should the rest.
  • LaerothKeykalyn
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    Vampire Lord , I love vampire. Need vampire armor (motif)

    latest?cb=20120629135238
    latest?cb=20120824100441
    latest?cb=20121001002928


    Edited by LaerothKeykalyn on April 12, 2017 12:17PM
  • Magdalina
    Magdalina
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    Magdalina wrote: »
    1)But the "less elite" playerbase has had full Orsinium, Hew's Bane, Gold coast(whole 3 zones!), normal versions of these dungeons, normal MA, normal trials, normal DSA...while all "elite" people who prefer small man got is 2 SotH dungeons and to a point vDSA. I believe there should be something in the game for everyone, and I believe 2 op dungeons once a year is really not much in terms of "catering to the l33t playerbase".

    Because that is the same fallacy I lot of elite players are falling to. They simply divide the base into "casuals" and "elite" while in truth there is a wide band in skill between these. And there are a lot of players for which the stuff mentioned is too easy the and the newer veteran stuff to hard. So yes, I thing that once in a while new stuff should come out that is targeted toward the "rest of us". I thing that the elite player should get new stuff but so should the rest.

    Oh absolutely. There's no just "n00b" and "l33t", there's a whole giant range in between, just like between black and white. But don't you think there's something for everyone, moreso for casuals(since they seem to make up the majority of the game), less for more experienced players, even less for "l33t" ones but still, there is something for all of us?

    There're normal dungeons for those who like open world diffculty, then there're vet dungeons for those who want tad bit more, vet dungeons versions II for those who actually like mechanics and then a step in diffculty, dlc dungeons. IC ones have been nerfed so many times they aren't really challenging for a solid group now, SotH ones are. That's TWO dungeons in the whole game where a solid group can still have fun and feel like overcoming a challenge. And I'm sure ZOS will eventually nerf these too, hopefully after introducing new "hardcore" dungeons.

    If SotH is too hard(understandably so, though I do believe it's a fun challenge to overcome. They do not require 600 cp nor bis gear to complete), why not run other vet dungeons, including IC ones?

    I fully believe new group content should be introducing new challenges to aspire to as we've completed the old ones, there's extremely little challenge in the game as it is.

    EDIT: Somewhat of an afterthought - you know, I do agree the difficulty jump between every single other (even vet) dungeon in the game and SotH is too steep. I think it means that there needs to be a sort of learning curve from other vet dungeons and up to SotH though, not that something of such level shouldn't be in the game. We're greatly lacking a learning curve here.
    Edited by Magdalina on April 12, 2017 12:16PM
  • Asardes
    Asardes
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    Magdalina wrote: »
    1)But the "less elite" playerbase has had full Orsinium, Hew's Bane, Gold coast(whole 3 zones!), normal versions of these dungeons, normal MA, normal trials, normal DSA...while all "elite" people who prefer small man got is 2 SotH dungeons and to a point vDSA. I believe there should be something in the game for everyone, and I believe 2 op dungeons once a year is really not much in terms of "catering to the l33t playerbase".

    Because that is the same fallacy I lot of elite players are falling to. They simply divide the base into "casuals" and "elite" while in truth there is a wide band in skill between these. And there are a lot of players for which the stuff mentioned is too easy the and the newer veteran stuff to hard. So yes, I thing that once in a while new stuff should come out that is targeted toward the "rest of us". I thing that the elite player should get new stuff but so should the rest.

    There's a false dichotomy between "casual" and "elite", "noob" and "elite" players. Most people who started playing the game were in the first category and some have passed in the second as they gained experience. Without hard mode for certain content, the game becomes stale, boring, and starts venting more and more players who find no progression past a certain point. Progression doesn't mean just getting more CP, better gear and some achievements, but first and foremost playing well, both solo and in group content, as well as against other players. Sadly, the first part has become utterly disconnected from the second lately, as experience is gained very fast due to back to back "special events" and various grind prone content (dolmens, zombie spawn areas, Skyreach), and even people with gold gear and CP capped will still play badly.

    This is my first online game, and of course the first MMO but I started doing dungeons regularly after I hit level 45 and veteran as soon as I hit 50/VR1. It has been hard but I learned a lot along the way, facing new and more challenging content. At first VCOA2 was hard, then the IC dungeons were hard, next SotH ones came about and they seemed hard. But now they all seem easy, because I have improved by playing that hard content. I felt really bad when they nerfed some of that content in DB, then felt happy again when they increased the vet difficulty in One Tamriel. There's still a long way ahead where I can improve. I have yet to beat VMOL and VMA. If there weren't any new and challenging content that forced me to improve in order to complete it, I would get bored rather quickly and simply leave the game.

    As I stated if people don't want to improve or they simply can't, there's always the normal difficulty version of the "hardcore" content they can stick to. But I feel insulted when the same players come and say there shouldn't be any more "hardcore" content because it "caters to elitists". That's simply wrong. When ZoS develops content, most of the effort goes into the basic mechanics, architecture, effects, and only a small part goes into adding the extra challenges for the veteran version. In most cases there's simply more HP and more damage from the bosses that makes some mechanics unskippable and/or one shot. Which is fine.

    TL:DR No challenge, no pain, no fun. Game too easy -> bye bye.
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
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  • Prof_Bawbag
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    Myyth wrote: »
    No more DLC dungeons like Ruins of Mazztun, Imperial Prison or Cradle of Shadows that are terrible to do with the random group finder. I want to be able to get my daily dungeon quest or daily pledge done in 15-30 min, get my loot and go. I don't want to have to explain mechanics every single time I do a random dungeon or dread hearing a player say" this is my first time here". And don't make anymore harder second versions like the horrible boss at the end of Fungal Grotto II. I want nice easy dungeons like Direfrost keep, Volenfell or Selenes Web. Leave the challenging content for trials.

    You should work for zos. You can expidite the process of this game going in the toilet

    Yeah, because there's the numbers to justify these dungeons. All but a small number of players venture in there. It makes sense that something different needs to be done with them otherwise the low numbers will continue and ZoS will just stop catering to such a small group of people because it makes next to no financial sense to do so.

    We all know know ZoS love the $$$$$$'s more than fixing certain things in-game, so why would anyone be against changes being made that would mean more people accessed/bought this content? And some people still wonder why the majority aren't fussed about vMoL being fixed any time soon.

    Edited by Prof_Bawbag on April 12, 2017 12:59PM
  • Inhuman003
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    Actually the new dungeons should be easier and/or shorten then vCoS/vRoM. Very few people I know want to run these dungeons because then went totally overboard with the mechanics (both) and length (RoM). I understand that there people than want new challenging stuff but it think it's time that the average players get something new challenging as well (not like the regurgitated Version 1 vetDungeons we got with 1T).

    I don't agree on the easy part but I agree on how short the dungeons are with the content is. The problem with the content I have is the fact that they give us two dungeons with not a lot of bosses in them and if they would just have given us maybe three or four dungeons for a dungeon Pack DLC content purchase I will be more satisfied of buying it.
  • MattT1988
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    I liked the SOTH dungeons. Challenging four man content for coordinated groups. Need more of it. I also like how they're doing a racial theme so to speak. Argonian in SOTH, Nord up next. I wouldn't mind eventually every race getting one of these updates.
  • Sausage
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    Zypheran wrote: »
    I would like to see a more open plan dungeon where u need to actually find the boss and also it would be cool if the boss or the boss mechanics changed randomly. I think that would make dungeons a lot less repetitive. Something like the new battlegrounds but for PVE.

    Finally and finally, people are getting it, dynamic content is a must for MMORPG if you want that players play long. This genre isnt doomed after all.

    Btw, so far only company what has understood Dynamic Content is Trion World with Rift. I personally cant wait for their next game. Its just pure insanity to think people grind dungeons forever if nothing changes.
    Edited by Sausage on April 12, 2017 1:50PM
  • Mettaricana
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    Less 1 shot bosses more strategies

    Less stupid overkill mode mechanics with no breathing room during a fight i get you want hard but not all of us are on flawless connection speeds and lag is imminent.

    Would like more fun dungeon layouts like vaults of madness and platformer puzzles and boss fights have a jump button use it.

    Also like some outside source boss dmg mechanics like huge monster pin it with ballista bolts for the dps openings like demon souls dragon god fight. Maybe escape fights where once boss is dead it rears up and chases you down and you must escape before it collapses the entire dungeon on you.

    More monster bosses woth unique models less larger scaled up versions of normal enemies like oh no here comes a goblin thats slighly bigger oh crap a dreugh thats about twice as big as a normal



    Off topic but can we get the vampire father in eastmarch to turn i to a vamp lord and not a gargoyle?
  • KingKush
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    Would like to see more content dedicated to PVP players, whether it be related to Cyrodil, battlegrounds or a completely new area.

    I feel like we are getting way too much "questing" content. I do understand majority of players prefer PVE but It'd be nice if us pvp players would get a lil bit of love in terms of amount of content.
    Xbox NA
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    King Kush-MagSorc
  • Inhuman003
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    KingKush wrote: »
    Would like to see more content dedicated to PVP players, whether it be related to Cyrodil, battlegrounds or a completely new area.

    I feel like we are getting way too much "questing" content. I do understand majority of players prefer PVE but It'd be nice if us pvp players would get a lil bit of love in terms of amount of content.

    I challenge PVP players to come up with some weird crazy content that can be resolved for starters this is one I have thought of PVP tournaments that can't be possible. But this is about DLC Dungeons and I wanted to stick to the DLC Dungeons and not about PVP content and I do love PVP, but make a form about it so it can be more establish to the community.
  • Inhuman003
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    The token system should be included and dungeon grinding to be able to get the gear that you need system needs to be worked out in a reasonable way to price the items from Weapon to accessories. The token systems been talked about a good while but it's the best idea I have ever heard to make it easier for grinding.
  • Inhuman003
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    The best best token system is Imperial City and Imperial Sewers that will be the best way to have it for dungeons with the Tel Var Stones currency.
  • TheStealthDude
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    More dungeons like WGT, ICP, CoS, and RoM. We need challenging content, not 20 minute dungeons I can complete with one eye open and a hand tied behind my back.
  • NewBlacksmurf
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    Before they add any new dungeons.....they should actually correct and or make the existing methods of participation work.

    I.e.
    Public dungeons, group delves, Craglorn, trials all need to have a working activity finder
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Inhuman003
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    These are a few blueprint dungeons I would like to see layouts for example for future Castle dungeons and maybe a Elvenwood Tree Castle Dungeon or Trial.
    77a3c6de03b3122ae3e3abeb3307e455.jpg982019aad5bff3186ca359eadce8f3b2.jpggallery23.jpg2fbe1f1ae8e66246c8d62594cde4c04a.jpg9e391d5de53f38e069929c41778cea5b.jpgdungeon_map_by_djekspek-d32fvp8.jpgrealm-of-the-ancients-2.jpg






    Edited by Inhuman003 on April 17, 2017 7:27PM
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    dark brotherhood expansion please
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